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Max McZonk

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McZonk / ExtractStrings.py
Created April 3, 2025 06:06
Localization strings for Street Fighter 2 pinball from the display rom.
#!/usr/bin/python3
import os
import csv
romPath = 'ROMs/dsprom.rom'
csvPath = 'dsprom.csv'
with open(romPath, 'rb') as file:
output = open(csvPath, 'w')
__attribute__((objc_root_class)) @interface BaseClass
- (id)propertyListRepresentation __attribute__((objc_requires_super));
@end
@implementation BaseClass
- (id)propertyListRepresentation
{
return 0;
}
@McZonk
McZonk / AVCaptureMovieFileOutput.m
Created December 1, 2014 23:08
[AVCaptureMovieFileOutput recordedFileSize]
long long -[AVCaptureMovieFileOutput recordedFileSize](void * self, void * _cmd) {
r14 = *_OBJC_IVAR_$_AVCaptureMovieFileOutput._internal;
OSSpinLockLock(*(self + r14) + *_OBJC_IVAR_$_AVCaptureMovieFileOutputInternal.statsLock);
rdi = *(self + r14);
rbx = rdi->sizeWritten;
OSSpinLockUnlock(rdi + *_OBJC_IVAR_$_AVCaptureMovieFileOutputInternal.statsLock);
rax = rbx;
return rax;
}
@McZonk
McZonk / main.c
Created September 21, 2014 21:07
#ifdef __OBJC__
// clang -framework Foundation -o ObjC -ObjC main.c
#import <Foundation/Foundation.h>
int main(int argc, const char **argv)
{
NSString *string = [[NSString alloc] initWithUTF8String:"Objective-C"];
#import <Foundation/Foundation.h>
@protocol SomeProtocol <NSObject>
- (void)someMethod;
@end
@protocol MyProtocol <SomeProtocol>
- (void)myMethod;
+ (NSCharacterSet *)ignoredCharactersBeforeSmartInserts
{
static NSCharacterSet *characterSet;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
/*
Character set taken from AppKit's __getPreSmartSet
*/
NSMutableCharacterSet *mutableSet = [NSMutableCharacterSet characterSetWithCharactersInString:@"([\\\"'#$/-`{<"];
@McZonk
McZonk / GKLeaderboardIdentifier.m
Created February 12, 2014 21:41
Fix the missing declaration of the GKLeaderboard identifier on OS X 10.9.
#import <Foundation/Foundation.h>
#import <GameKit/GameKit.h>
@interface GKLeaderboard (IdentifierSupport)
@property (copy, readonly) NSString *identifier;
@end
// vertex shader
attribute vec4 a_color;
attribute vec4 a_position;
attribute vec2 a_tex_coord;
varying mediump vec2 v_tex_coord;
varying lowp vec4 v_color_mix;
void main() {
v_color_mix = a_color;
v_tex_coord = a_tex_coord;
gl_Position = a_position;
// vertex shader
uniform float u_selected;
attribute vec4 a_position;
attribute vec4 a_color;
varying lowp vec4 v_color;
void main() {
if (u_selected > 0.0) {
v_color = vec4(0.5, 1.0, 1.0, 1.0);
} else {
v_color = a_color;
// vertex shader
attribute vec4 a_color;
attribute vec4 a_position;
attribute vec2 a_tex_coord;
varying highp vec2 v_tex_coord;
varying lowp vec4 v_color_mix;
void main() {
v_color_mix = a_color;
v_tex_coord = a_tex_coord;
gl_Position = a_position;